Changing stroke rehab and research worldwide now.Time is Brain! trillions and trillions of neurons that DIE each day because there are NO effective hyperacute therapies besides tPA(only 12% effective). I have 523 posts on hyperacute therapy, enough for researchers to spend decades proving them out. These are my personal ideas and blog on stroke rehabilitation and stroke research. Do not attempt any of these without checking with your medical provider. Unless you join me in agitating, when you need these therapies they won't be there.

What this blog is for:

My blog is not to help survivors recover, it is to have the 10 million yearly stroke survivors light fires underneath their doctors, stroke hospitals and stroke researchers to get stroke solved. 100% recovery. The stroke medical world is completely failing at that goal, they don't even have it as a goal. Shortly after getting out of the hospital and getting NO information on the process or protocols of stroke rehabilitation and recovery I started searching on the internet and found that no other survivor received useful information. This is an attempt to cover all stroke rehabilitation information that should be readily available to survivors so they can talk with informed knowledge to their medical staff. It lays out what needs to be done to get stroke survivors closer to 100% recovery. It's quite disgusting that this information is not available from every stroke association and doctors group.

Monday, January 2, 2023

Music meets robotics: a prospective randomized study on motivation during robot aided therapy

You have motivation wrong. Write up 100% recovery protocols on this and survivors will do the millions of reps needed, no external motivation required.

Music meets robotics: a prospective randomized study on motivation during robot aided therapy


 Baur etal. Journal of Neuro Engineering and Rehabilitation
 (2018) 15:79
https://doi.org/10.1186/s12984-018-0413-8

 
Baur
 etal. JournalofNeuroEngineeringandRehabilitation
 (2018) 15:79
https://doi.org/10.1186/s12984-018-0413-8

Kilian Baur 1,2*, 
Florina Speth1,2,3†, 
Aniket Nagle1,2, 
Robert Riener 1,2
and Verena Klamroth-Marganska 1,2,4

Abstract

Background:
 Robots have been successfully applied in motor training during neurorehabilitation. As music isknown to improve motor function and motivation in neurorehabilitation training, we aimed at integrating music creation into robotic-assisted motor therapy. We developed a virtual game-like environment with music for the arm therapy robot ARMin, containing four different motion training conditions: a condition promoting creativity (C+) and one not promoting creativity (C–), each in a condition with (V+) and without (V–) a visual display (i.e., a monitor). The visual display was presenting the game workspace but not contributing to the creative process itself. In all four conditions the therapy robot haptically displayed the game workspace. Our aim was to asses the effects of creativity and visual display on motivation.
Methods:
In a prospective randomized single-center study, healthy participants were randomly assigned to play twoof the four training conditions, either with (V+) or without visual display (V–). In the third round, the participantsplayed a repetition of the preferred condition of the two first rounds, this time with a new V condition (i.e., with orwithout visual display). For each of the three rounds, motivation was measured with the Intrinsic Motivation Inventory(IMI) in the subscalesinterest/enjoyment, perceived choice, value/usefulness, and man-machine-relation. We recorded the actual training time, the time of free movement, and the velocity profile and administered a questionnaire to measure perceived training time and perceived effort. All measures were analysed using linear mixed models. Furthermore, we asked if the participants would like to receive the created music piece.
Results:
 Sixteen healthy subjects (ten males, six females, mean age: 27.2 years, standard deviation: 4.1 years) with noknown motor or cognitive deficit participated. Promotion of creativity (i.e., C+ instead of C–) significantly increased theIMI-item interest/enjoyment (p=0.001) and the IMI-item perceived choice (p=0.010). We found no significant effects in the IMI-items man-machine relation and value/usefulness. Conditions promoting creativity (with or without visual display) were preferred compared to the ones not promoting creativity. An interaction effect of promotion of creativity and omission of visual display was present for training time (p=0.013) and training intensity (p< 0.001). No differences in relative perceived training time, perceived effort, and perceived value among the four training conditions were found.
(Continued on next page)

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